@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
34 lines (33 loc) • 2.04 kB
TypeScript
import { ShaderMaterial, Material } from 'three';
import { BaseShaderAssemblerRayMarchingAbstract } from './_BaseRayMarchingAbstract';
import { ShaderName } from '../../../../utils/shaders/ShaderName';
import { OutputGlNode } from '../../../Output';
import { GlConnectionPointType, GlConnectionPoint } from '../../../../utils/io/connections/Gl';
import { ShaderConfig } from '../../configs/ShaderConfig';
import { VariableConfig } from '../../configs/VariableConfig';
import { AssemblerGlControllerNode } from '../../Controller';
export declare class BaseShaderAssemblerRayMarchingRendered extends BaseShaderAssemblerRayMarchingAbstract {
protected _gl_parent_node: AssemblerGlControllerNode;
constructor(_gl_parent_node: AssemblerGlControllerNode);
templateShader(): {
vertexShader: string;
fragmentShader: string;
uniforms: import("../../../gl/raymarching/uniforms").RayMarchingUniforms;
};
createMaterial(): ShaderMaterial;
protected _raymarchingLightsWorldCoordsDependent(): boolean;
add_output_inputs(output_child: OutputGlNode): void;
static create_globals_node_output_connections(): (GlConnectionPoint<GlConnectionPointType.VEC3> | GlConnectionPoint<GlConnectionPointType.FLOAT>)[];
create_globals_node_output_connections(): (GlConnectionPoint<GlConnectionPointType.VEC3> | GlConnectionPoint<GlConnectionPointType.FLOAT>)[];
protected insertBodyAfter(shaderName: ShaderName): string | undefined;
protected insertDefineAfter(shaderName: ShaderName): string | undefined;
protected linesToRemove(shaderName: ShaderName): string[] | undefined;
create_shader_configs(): ShaderConfig[];
static create_variable_configs(): VariableConfig[];
create_variable_configs(): VariableConfig[];
private _applyMaterialAssembler;
private _applyMaterialMaterial;
setGlParentNode(gl_parent_node: AssemblerGlControllerNode): void;
compileMaterial(material: Material): void;
applyMaterialAssemblerFilterFragmentShader(fragmentShader: string): string;
}